justifun's Forum Posts

  • Can't get your link to work :(

  • Yes, the way you have it setup right now, you are "picking" every tower to add the upgraded level to.

    There's a few different ways to pick the correct tower you want to upgrade.

    One suggestion would be to create an instance variable on the button object. Lets call it "TowerUID".

    On line 3 where you spawn the upgrade button. set the TowerUID variable to "trt_basic.uid"

    eg: (btnUpgrade - set value "TowerUID" to trt_basic.uid

    This now lets the upgrade button know which tower it belongs to.

    Next, down on line 28 where you have the upgrade logic....

    You need to create a sub event that picks which tower to apply the upgrade to.

    So add a sub event and use "Pick by evaluate" -> trt_basic (as the object) and in the evaluate line put trt_basic.uid = btnUpgrade.towerUID

    Then for the action, move the 2 actions you have for the trt_basic (add 1 to level) and (set turret range), down to this new sub event, so that it only effects the "picked" turret.

  • For making the actual artwork for a game, you'll want to search for tutorials on youtube etc.

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  • The code for spawning the monsters has to be a sub event of where you picked which one you want to spawn.

  • Simply add another condition to your spawning code that says

    Compare 2 values -> Enemies.count < 20

    Thus it will only spawn enemies if the total amount of enemies active are less than 20.

  • Simply place them all next to each other like this. (assuming you have 6 pieces)

    on layout start

    part 1 - set position 0,0

    part 2 - set position part1.width, 0

    part 3 - set position part2.width, 0

    part 4 - set position 0 , 0-part4.height

    part 5 - set position part4.width, 0-part2.height

    part 6 - set position part5.width, 0-part3.height

    this puts them in a 2x3 grid

    im sure there's a fancier way to do it with an array, but im not as good that those.

  • Try getting rid of the "else" event

  • It might be easiest to have 2 text boxes surrounding a sprite for the bar.

    then you can account for any fraction question.

  • nutmix - in which area of the .html file do you add the window.scrollTo(1,0) part?

  • Another update: I came across an app on the google play store called "Sound About". If you install that, you can specify which apps use which speakers etc. fixes the problem for the time being until the browser situation sorts its self out.

    In the settings for it, set the "SoundAbout Service" to "ON-Foreground" mode. Then set the media audio to "speaker" and voila!

    The app has a free trial version, and its $3 USD if you want to buy it.

  • Updates: Crosswalk exported apps experience the same issue, HOWEVER, using firefox mobile seems to work properly. The audio comes out of the phones speaker. Every other browser i've tried has the audio coming out of the earpiece.

  • IntelRobert

    yongsheng

    For some reason audio from android crosswalk exported apps are playing sounds/music out of my phones earpiece instead of the speaker.

    I've noticed this occurring with every browser for testing C2 games while previewing over LAN (EXCEPT for firefox mobile).

    Is there a setting somewhere, where I can specify which speaker to use for crosswalk exported apps?

    Thanks

    Testing devices

    Nexus 5 (4.2.2)

    XDK New Crosswalk export

    Dolphin Browser

    Google Chrome Browser

    Mozilla Firefox Browser

    Opera Browser

  • Can physics be applied to a player controlled object? If so you might need to also disable control on the player while they are bouncing or you might get strange effects.

    If you cant add physics to a player object, then simply swap out a single sprite copy of the player for the physics bouncing part, then swap back in the player controlled version of the sprite after he stops moving.

  • If you go ahead with the method using the bullet behavior, you would simply have to stop the object once it collides with another house

    so. each house would have a bullet behavior facing 180

    house on collision with house -> set bullet speed to 0

    as each house touches the one before it, it will stop sliding in.